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Lightweight dependency injection container for Unity

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![image](https://user-images.githubusercontent.com/11476004/143381063-f5cf8562-429a-45d8-9673-c3deee1748d0.png) ![image](https://user-images.githubusercontent.com/11476004/143381102-80c9e79c-a11f-4e9c-8a37-2632401471b1.png) When use Bind(), BindToGameObject(), ... Binding instance is injected automatically. And after that, this.Inject() will not effect. This is a bug, isn't it ?

When using children injection in the context root, ensure the execution of the injections in the same order as the Unity's hierarchy.

Update examples to use scene wide injection. Maybe the docs should also be updated to reflect thia better approach.

I have observed that binding a GameObject that has a RectTransform to it as a Transform will cause a binding to be made to RectTransform as well: ``` this.AddContainer (mainContainer)...

bug

The idea is to create a binding action that binds to all interfaces of a given type, like: - a class of name MyClass implements IInterface1, IInterface2, IInterface3. - to...

enhancement
Documentation

The use of the Resources folder is discouraged by Unity (https://unity3d.com/pt/learn/tutorials/temas/best-practices/resources-folder). The examples should use Asset Bundles.

enhancement

To make bindings even easier, a system that allows bindings through inspector should be added. It's useful for prefabs and ScriptableObjects and even on AssetBundles.

enhancement

To make component getting on behaviours even simpler, a attribute could be added that would allow _Adic_ to get that component when the GameObject is injected: ```cs public class SomeBehaviour...

enhancement

Consider the following scenario: 1. There's a main container with all common bindings; 2. There's a secondary container with all gameplay related bindings; 3. There's another secondary container with all...

enhancement

Create specific DLLs for: 1. Standalone 2. Android 3. iOS 4. Windows Phone 5. WebGL Additionally, strip editor code to a new DLL.

enhancement